using System;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("HistoryItem")]
	public class HistoryItem : MonoBehaviour
	{
		public Actor m_mainCardActor => method_3<Actor>("m_mainCardActor");

		public bool m_dead => method_2<bool>("m_dead");

		public int m_splatAmount => method_2<int>("m_splatAmount");

		public Entity m_entity => method_3<Entity>("m_entity");

		public Texture m_portraitTexture => method_3<Texture>("m_portraitTexture");

		public Material m_portraitGoldenMaterial => method_3<Material>("m_portraitGoldenMaterial");

		public bool m_mainCardActorInitialized => method_2<bool>("m_mainCardActorInitialized");

		public bool m_fatigue => method_2<bool>("m_fatigue");

		public HistoryItem(IntPtr address, string className)
			: base(address, className)
		{
		}

		public HistoryItem(IntPtr address)
			: this(address, "HistoryItem")
		{
		}

		public Entity GetEntity()
		{
			return method_14<Entity>("GetEntity", Array.Empty<object>());
		}

		public Texture GetPortraitTexture()
		{
			return method_14<Texture>("GetPortraitTexture", Array.Empty<object>());
		}

		public Material GetPortraitGoldenMaterial()
		{
			return method_14<Material>("GetPortraitGoldenMaterial", Array.Empty<object>());
		}

		public bool IsMainCardActorInitialized()
		{
			return method_11<bool>("IsMainCardActorInitialized", Array.Empty<object>());
		}

		public void InitializeMainCardActor()
		{
			method_8("InitializeMainCardActor");
		}

		public void DisplaySpells()
		{
			method_8("DisplaySpells");
		}

		public void DisplaySplatOnActor(Actor actor, int damage)
		{
			method_8("DisplaySplatOnActor", actor, damage);
		}

		public void DisplaySkullOnActor(Actor actor)
		{
			method_8("DisplaySkullOnActor", actor);
		}

		public void FadeHistoryOverlay(GameObject gameObject)
		{
			method_8("FadeHistoryOverlay", gameObject);
		}
	}
}
